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Space_Station_13_areas.dm
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Space_Station_13_areas.dm
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/*
### This file contains a list of all the areas in your station. Format is as follows:
/area/CATEGORY/OR/DESCRIPTOR/NAME (you can make as many subdivisions as you want)
name = "NICE NAME" (not required but makes things really nice)
icon = "ICON FILENAME" (defaults to areas.dmi)
icon_state = "NAME OF ICON" (defaults to "unknown" (blank))
requires_power = 0 (defaults to 1)
music = "music/music.ogg" (defaults to "music/music.ogg")
NOTE: there are two lists of areas in the end of this file: centcom and station itself. Please maintain these lists valid. --rastaf0
*/
/area
level = null
name = "Space"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = AREA_LAYER
mouse_opacity = 0
invisibility = INVISIBILITY_LIGHTING
var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
var/valid_territory = 1 // If it's a valid territory for gangs to claim
var/blob_allowed = 1 // Does it count for blobs score? By default, all areas count.
var/eject = null
var/fire = null
var/atmos = 1
var/atmosalm = 0
var/poweralm = 1
var/party = null
var/lightswitch = 1
var/requires_power = 1
var/always_unpowered = 0 // This gets overriden to 1 for space in area/New().
var/outdoors = 0 //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/mapgen_protected = 0 //If the area is protected from ruins/lava rivers/etc generating on top of it
var/power_equip = 1
var/power_light = 1
var/power_environ = 1
var/music = null
var/used_equip = 0
var/used_light = 0
var/used_environ = 0
var/static_equip
var/static_light = 0
var/static_environ
var/murders_plants = 1
var/has_gravity = 0
var/noteleport = 0 //Are you forbidden from teleporting to the area? (centcomm, mobs, wizard, hand teleporter)
var/safe = 0 //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/no_air = null
var/area/master // master area used for power calcluations
var/list/related // the other areas of the same type as this
// var/list/lights // list of all lights on this area
var/parallax_movedir = 0
var/sound_env = ROOM
/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
var/list/teleportlocs = list()
/proc/process_teleport_locs()
for(var/area/AR in world)
if(istype(AR, /area/shuttle) || istype(AR, /area/wizard_station) || AR.noteleport) continue
if(teleportlocs.Find(AR.name)) continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (picked && (picked.z == ZLEVEL_STATION))
teleportlocs += AR.name
teleportlocs[AR.name] = AR
sortTim(teleportlocs, /proc/cmp_text_dsc)
/*-----------------------------------------------------------------------------*/
/area/engine/
/area/turret_protected/
/area/arrival
requires_power = 0
/area/arrival/start
name = "Arrival Area"
icon_state = "start"
/area/admin
name = "Admin room"
icon_state = "start"
/area/space
icon_state = "space"
requires_power = 1
always_unpowered = 1
lighting_use_dynamic = DYNAMIC_LIGHTING_DISABLED
power_light = 0
power_equip = 0
power_environ = 0
valid_territory = 0
outdoors = 1
ambientsounds = list('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg','sound/ambience/space.ogg', 'sound/ambience/ambiatmos.ogg')
blob_allowed = 0 //Eating up space doesn't count for victory as a blob.
/area/space/mapgen_protected
icon_state = "mapgen_protect"
mapgen_protected = 1
/area/space/nearstation
icon_state = "space_near"
lighting_use_dynamic = DYNAMIC_LIGHTING_IFSTARLIGHT
//These are shuttle areas; all subtypes are only used as teleportation markers, they have no actual function beyond that.
/area/shuttle
name = "Shuttle"
requires_power = 0
luminosity = 1
lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
has_gravity = 1
valid_territory = 0
icon_state = "shuttle"
murders_plants = 0
sound_env = SMALL_ENCLOSED
/area/shuttle/arrival
name = "Arrival Shuttle"
sound_env = LARGE_ENCLOSED
/area/shuttle/pod_1
name = "Escape Pod One"
/area/shuttle/pod_2
name = "Escape Pod Two"
/area/shuttle/pod_3
name = "Escape Pod Three"
/area/shuttle/pod_4
name = "Escape Pod Four"
/area/shuttle/mining
name = "Mining Shuttle"
/area/shuttle/labor
name = "Labor Camp Shuttle"
/area/shuttle/supply
name = "Supply Shuttle"
sound_env = LARGE_ENCLOSED
/area/shuttle/escape
name = "Emergency Shuttle"
sound_env = LARGE_ENCLOSED
/area/shuttle/transport
name = "Transport Shuttle"
/area/shuttle/syndicate
name = "Syndicate Infiltrator"
sound_env = LARGE_ENCLOSED
ambientsounds = list('sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg')
/area/shuttle/assault_pod
name = "Steel Rain"
/area/shuttle/abandoned
name = "Abandoned Ship"
sound_env = LARGE_ENCLOSED
ambientsounds = list('sound/ambience/ambimine.ogg', 'sound/ambience/ambicave.ogg', 'sound/ambience/ambiruin.ogg',\
'sound/ambience/ambiruin2.ogg', 'sound/ambience/ambiruin3.ogg', 'sound/ambience/ambiruin4.ogg',\
'sound/ambience/ambiruin5.ogg', 'sound/ambience/ambiruin6.ogg', 'sound/ambience/ambiruin7.ogg',\
'sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg')
/area/start
name = "start area"
icon_state = "start"
requires_power = 0
luminosity = 1
lighting_use_dynamic = DYNAMIC_LIGHTING_DISABLED
has_gravity = 1
sound_env = PADDED_CELL
// CENTCOM
/area/centcom
name = "Centcom"
icon_state = "centcom"
requires_power = 0
has_gravity = 1
noteleport = 1
blob_allowed = 0 //Should go without saying, no blobs should take over centcom as a win condition.
sound_env = LARGE_ENCLOSED
/area/centcom/control
name = "Centcom Docks"
/area/centcom/evac
name = "Centcom Recovery Ship"
/area/centcom/supply
name = "Centcom Supply Shuttle Dock"
/area/centcom/ferry
name = "Centcom Transport Shuttle Dock"
/area/centcom/prison
name = "Admin Prison"
/area/centcom/holding
name = "Holding Facility"
/area/centcom/abuse
name = "AB-use facility"
icon_state = "centcom"
requires_power = 0
has_gravity = 1
noteleport = 1
blob_allowed = 0
//SYNDICATES
/area/syndicate_mothership
name = "Syndicate Mothership"
icon_state = "syndie-ship"
requires_power = 0
has_gravity = 1
noteleport = 1
blob_allowed = 0 //Not... entirely sure this will ever come up... but if the bus makes blobs AND ops, it shouldn't aim for the ops to win.
sound_env = LARGE_ENCLOSED
ambientsounds = list('sound/ambience/syndicate.ogg')
/area/syndicate_mothership/control
name = "Syndicate Control Room"
icon_state = "syndie-control"
/area/syndicate_mothership/elite_squad
name = "Syndicate Elite Squad"
icon_state = "syndie-elite"
//EXTRA
/area/asteroid
name = "Asteroid"
icon_state = "asteroid"
requires_power = 0
has_gravity = 1
blob_allowed = 0 //Nope, no winning on the asteroid as a blob. Gotta eat the station.
valid_territory = 0
sound_env = ASTEROID
/area/asteroid/cave
name = "Asteroid - Underground"
icon_state = "cave"
requires_power = 0
outdoors = 1
/area/asteroid/artifactroom
name = "Asteroid - Artifact"
icon_state = "cave"
/area/asteroid/artifactroom/New()
..()
SetDynamicLighting()
/area/planet/clown
name = "Clown Planet"
icon_state = "honk"
requires_power = 0
/area/telesciareas
name = "Cosmic Anomaly"
icon_state = "telesci"
requires_power = 0
/area/tdome
name = "Thunderdome"
icon_state = "yellow"
requires_power = 0
has_gravity = 1
sound_env = ARENA
/area/tdome/arena
name = "Thunderdome Arena"
icon_state = "thunder"
/area/tdome/arena_source
name = "Thunderdome Arena Template"
icon_state = "thunder"
/area/tdome/tdome1
name = "Thunderdome (Team 1)"
icon_state = "green"
/area/tdome/tdome2
name = "Thunderdome (Team 2)"
icon_state = "green"
/area/tdome/tdomeadmin
name = "Thunderdome (Admin.)"
icon_state = "purple"
/area/tdome/tdomeobserve
name = "Thunderdome (Observer.)"
icon_state = "purple"
//ENEMY
/area/wizard_station
name = "Wizard's Den"
icon_state = "yellow"
requires_power = 0
has_gravity = 1
noteleport = 1
sound_env = LARGE_ENCLOSED
//Abductors
/area/abductor_ship
name = "Abductor Ship"
icon_state = "yellow"
requires_power = 0
noteleport = 1
has_gravity = 1
sound_env = SMALL_ENCLOSED
//PRISON
/area/prison
name = "Prison Station"
icon_state = "brig"
/area/prison/arrival_airlock
name = "Prison Station Airlock"
icon_state = "green"
requires_power = 0
/area/prison/control
name = "Prison Security Checkpoint"
icon_state = "security"
/area/prison/crew_quarters
name = "Prison Security Quarters"
icon_state = "security"
/area/prison/rec_room
name = "Prison Rec Room"
icon_state = "green"
/area/prison/closet
name = "Prison Supply Closet"
icon_state = "dk_yellow"
/area/prison/hallway/
sound_env = LARGE_ENCLOSED
/area/prison/hallway/fore
name = "Prison Fore Hallway"
icon_state = "yellow"
/area/prison/hallway/aft
name = "Prison Aft Hallway"
icon_state = "yellow"
/area/prison/hallway/port
name = "Prison Port Hallway"
icon_state = "yellow"
/area/prison/hallway/starboard
name = "Prison Starboard Hallway"
icon_state = "yellow"
/area/prison/morgue
name = "Prison Morgue"
icon_state = "morgue"
ambientsounds = list('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg')
/area/prison/medical_research
name = "Prison Genetic Research"
icon_state = "medresearch"
/area/prison/medical
name = "Prison Medbay"
icon_state = "medbay"
/area/prison/solar
name = "Prison Solar Array"
icon_state = "storage"
requires_power = 0
/area/prison/podbay
name = "Prison Podbay"
icon_state = "dk_yellow"
/area/prison/solar_control
name = "Prison Solar Array Control"
icon_state = "dk_yellow"
/area/prison/solitary
name = "Solitary Confinement"
icon_state = "brig"
/area/prison/cell_block/A
name = "Prison Cell Block A"
icon_state = "brig"
sound_env = PADDED_CELL
/area/prison/cell_block/B
name = "Prison Cell Block B"
icon_state = "brig"
sound_env = PADDED_CELL
/area/prison/cell_block/C
name = "Prison Cell Block C"
icon_state = "brig"
sound_env = PADDED_CELL
//STATION13
/area/atmos
name = "Atmospherics"
icon_state = "atmos"
sound_env = LARGE_ENCLOSED
//Maintenance
/area/maintenance
ambientsounds = list('sound/ambience/ambimaint1.ogg',
'sound/ambience/ambimaint2.ogg',
'sound/ambience/ambimaint3.ogg',
'sound/ambience/ambimaint4.ogg',
'sound/ambience/ambimaint5.ogg',
'sound/voice/lowHiss2.ogg', //Xeno Breathing Hisses, Hahahaha I'm not even sorry.
'sound/voice/lowHiss3.ogg',
'sound/voice/lowHiss4.ogg')
valid_territory = 0
sound_env = TUNNEL_ENCLOSED
/area/maintenance/atmos_control
name = "Atmospherics Maintenance"
icon_state = "fpmaint"
/area/maintenance/fpmaint
name = "EVA Maintenance"
icon_state = "fpmaint"
/area/maintenance/fpmaint2
name = "Arrivals North Maintenance"
icon_state = "fpmaint"
/area/maintenance/fsmaint
name = "Dormitory Maintenance"
icon_state = "fsmaint"
/area/maintenance/fsmaint2
name = "Bar Maintenance"
icon_state = "fsmaint"
/area/maintenance/asmaint
name = "Medbay Maintenance"
icon_state = "asmaint"
/area/maintenance/asmaint2
name = "Science Maintenance"
icon_state = "asmaint"
/area/maintenance/apmaint
name = "Cargo Maintenance"
icon_state = "apmaint"
/area/maintenance/maintcentral
name = "Bridge Maintenance"
icon_state = "maintcentral"
/area/maintenance/fore
name = "Fore Maintenance"
icon_state = "fmaint"
/area/maintenance/starboard
name = "Starboard Maintenance"
icon_state = "smaint"
/area/maintenance/port
name = "Locker Room Maintenance"
icon_state = "pmaint"
/area/maintenance/aft
name = "Engineering Maintenance"
icon_state = "amaint"
/area/maintenance/storage
name = "Atmospherics"
icon_state = "green"
/area/maintenance/incinerator
name = "Incinerator"
icon_state = "disposal"
/area/maintenance/disposal
name = "Waste Disposal"
icon_state = "disposal"
/area/maintenance/electrical
name = "Electrical Maintenance"
icon_state = "yellow"
//Hallway
/area/hallway/
sound_env = LARGE_ENCLOSED
/area/hallway/primary/fore
name = "Fore Primary Hallway"
icon_state = "hallF"
/area/hallway/primary/starboard
name = "Starboard Primary Hallway"
icon_state = "hallS"
/area/hallway/primary/aft
name = "Aft Primary Hallway"
icon_state = "hallA"
/area/hallway/primary/port
name = "Port Primary Hallway"
icon_state = "hallP"
/area/hallway/primary/central
name = "Central Primary Hallway"
icon_state = "hallC"
/area/hallway/secondary/exit
name = "Escape Shuttle Hallway"
icon_state = "escape"
/area/hallway/secondary/construction
name = "Construction Area"
icon_state = "construction"
/area/hallway/secondary/entry
name = "Arrival Shuttle Hallway"
icon_state = "entry"
//Command
/area/bridge
name = "Bridge"
icon_state = "bridge"
music = "signal"
/area/bridge/meeting_room
name = "Heads of Staff Meeting Room"
icon_state = "meeting"
music = null
sound_env = MEDIUM_SOFTFLOOR
/area/crew_quarters/captain
name = "Captain's Office"
icon_state = "captain"
sound_env = MEDIUM_SOFTFLOOR
/area/crew_quarters/courtroom
name = "Courtroom"
icon_state = "courtroom"
sound_env = LARGE_ENCLOSED
/area/crew_quarters/heads
name = "Head of Personnel's Office"
icon_state = "head_quarters"
/area/crew_quarters/hor
name = "Research Director's Office"
icon_state = "head_quarters"
/area/crew_quarters/chief
name = "Chief Engineer's Office"
icon_state = "head_quarters"
/area/mint
name = "Mint"
icon_state = "green"
/area/comms
name = "Communications Relay"
icon_state = "tcomsatcham"
/area/server
name = "Messaging Server Room"
icon_state = "server"
//Crew
/area/crew_quarters
name = "Dormitories"
icon_state = "Sleep"
safe = 1
sound_env = SMALL_ENCLOSED
/area/crew_quarters/toilet
name = "Dormitory Toilets"
icon_state = "toilet"
/area/crew_quarters/sleep
name = "Dormitories"
icon_state = "Sleep"
/area/crew_quarters/sleep_male
name = "Male Dorm"
icon_state = "Sleep"
/area/crew_quarters/sleep_male/toilet_male
name = "Male Toilets"
icon_state = "toilet"
/area/crew_quarters/sleep_female
name = "Female Dorm"
icon_state = "Sleep"
/area/crew_quarters/sleep_female/toilet_female
name = "Female Toilets"
icon_state = "toilet"
/area/crew_quarters/locker
name = "Locker Room"
icon_state = "locker"
/area/crew_quarters/locker/locker_toilet
name = "Locker Toilets"
icon_state = "toilet"
/area/crew_quarters/fitness
name = "Fitness Room"
icon_state = "fitness"
/area/crew_quarters/cafeteria
name = "Cafeteria"
icon_state = "cafeteria"
/area/crew_quarters/kitchen
name = "Kitchen"
icon_state = "kitchen"
sound_env = LARGE_SOFTFLOOR
/area/crew_quarters/bar
name = "Bar"
icon_state = "bar"
sound_env = LARGE_SOFTFLOOR
/area/crew_quarters/theatre
name = "Theatre"
icon_state = "Theatre"
sound_env = LARGE_SOFTFLOOR
/area/clerk
name = "Clerks office"
icon_state = "cafeteria"
/area/library
name = "Library"
icon_state = "library"
sound_env = LARGE_SOFTFLOOR
/area/chapel/main
name = "Chapel"
icon_state = "chapel"
ambientsounds = list('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg', 'sound/ambience/ambiholy.ogg', 'sound/ambience/ambiholy2.ogg', 'sound/ambience/ambiholy3.ogg')
sound_env = LARGE_ENCLOSED
/area/chapel/office
name = "Chapel Office"
icon_state = "chapeloffice"
sound_env = LARGE_SOFTFLOOR
/area/lawoffice
name = "Law Office"
icon_state = "law"
//Engineering
/area/engine
ambientsounds = list('sound/ambience/ambisin1.ogg','sound/ambience/ambisin2.ogg','sound/ambience/ambisin3.ogg','sound/ambience/ambisin4.ogg', 'sound/ambience/ambiatmos.ogg',\
'sound/ambience/ambiatmos2.ogg', 'sound/ambience/ambitech.ogg', 'sound/ambience/ambitech2.ogg')
/area/engine/engine_smes
name = "Engineering SMES"
icon_state = "engine_smes"
sound_env = SMALL_ENCLOSED
/area/engine/engineering
name = "Engineering"
icon_state = "engine"
sound_env = LARGE_ENCLOSED
/area/engine/break_room
name = "Engineering Foyer"
icon_state = "engine"
sound_env = LARGE_SOFTFLOOR
/area/engine/chiefs_office
name = "Chief Engineer's office"
icon_state = "engine_control"
sound_env = SMALL_SOFTFLOOR
/area/engine/secure_construction
name = "Secure Construction Area"
icon_state = "engine"
/area/engine/gravity_generator
name = "Gravity Generator Room"
icon_state = "blue"
//Solars
/area/solar
requires_power = 0
luminosity = 1
lighting_use_dynamic = DYNAMIC_LIGHTING_IFSTARLIGHT
valid_territory = 0
/area/solar/auxport
name = "Fore Port Solar Array"
icon_state = "panelsA"
/area/solar/auxstarboard
name = "Fore Starboard Solar Array"
icon_state = "panelsA"
/area/solar/fore
name = "Fore Solar Array"
icon_state = "yellow"
/area/solar/aft
name = "Aft Solar Array"
icon_state = "aft"
/area/solar/starboard
name = "Aft Starboard Solar Array"
icon_state = "panelsS"
/area/solar/port
name = "Aft Port Solar Array"
icon_state = "panelsP"
/area/maintenance/auxsolarport
name = "Fore Port Solar Maintenance"
icon_state = "SolarcontrolA"
sound_env = SMALL_ENCLOSED
/area/maintenance/starboardsolar
name = "Aft Starboard Solar Maintenance"
icon_state = "SolarcontrolS"
sound_env = SMALL_ENCLOSED
/area/maintenance/portsolar
name = "Aft Port Solar Maintenance"
icon_state = "SolarcontrolP"
sound_env = SMALL_ENCLOSED
/area/maintenance/auxsolarstarboard
name = "Fore Starboard Solar Maintenance"
icon_state = "SolarcontrolA"
sound_env = SMALL_ENCLOSED
/area/assembly/chargebay
name = "Mech Bay"
icon_state = "mechbay"
sound_env = LARGE_ENCLOSED
/area/assembly/showroom
name = "Robotics Showroom"
icon_state = "showroom"
/area/assembly/robotics
name = "Robotics Lab"
icon_state = "ass_line"
sound_env = LARGE_ENCLOSED
/area/assembly/assembly_line //Derelict Assembly Line
name = "Assembly Line"
icon_state = "ass_line"
power_equip = 0
power_light = 0
power_environ = 0
//Teleporter
/area/teleporter
name = "Teleporter"
icon_state = "teleporter"
music = "signal"
sound_env = SMALL_ENCLOSED
ambientsounds = list('sound/ambience/ambitech.ogg', 'sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg', 'sound/ambience/ambimystery.ogg')
/area/AIsattele
name = "Abandoned Teleporter"
icon_state = "teleporter"
music = "signal"
ambientsounds = list('sound/ambience/ambitech.ogg', 'sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg', 'sound/ambience/ambimystery.ogg')
/area/gateway
name = "Gateway"
icon_state = "teleporter"
music = "signal"
ambientsounds = list('sound/ambience/ambitech.ogg', 'sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg', 'sound/ambience/ambimystery.ogg')
//MedBay
/area/medical
ambientsounds = list('sound/ambience/ambinice.ogg')
/area/medical/medbay
name = "Medbay"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
sound_env = LARGE_ENCLOSED
//Medbay is a large area, these additional areas help level out APC load.
/area/medical/medbay2
name = "Medbay"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
sound_env = LARGE_ENCLOSED
/area/medical/medbay3
name = "Medbay"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
sound_env = LARGE_ENCLOSED
/area/medical/patients_rooms
name = "Patients' Rooms"
icon_state = "patients"
sound_env = SMALL_ENCLOSED
/area/medical/cmo
name = "Chief Medical Officer's office"
icon_state = "CMO"
sound_env = SMALL_ENCLOSED
/area/medical/robotics
name = "Robotics"
icon_state = "medresearch"
/area/medical/research
name = "Medical Research"
icon_state = "medresearch"
/area/medical/virology
name = "Virology"
icon_state = "virology"
/area/medical/morgue
name = "Morgue"
icon_state = "morgue"
ambientsounds = list('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg','sound/ambience/ambiruin7.ogg','sound/ambience/ambiruin6.ogg')
/area/medical/chemistry
name = "Chemistry"
icon_state = "chem"
sound_env = SMALL_ENCLOSED
/area/medical/surgery
name = "Surgery"
icon_state = "surgery"
sound_env = LARGE_ENCLOSED
/area/medical/cryo
name = "Cryogenics"
icon_state = "cryo"
sound_env = LARGE_ENCLOSED
/area/medical/exam_room
name = "Exam Room"
icon_state = "exam_room"
/area/medical/genetics
name = "Genetics Lab"
icon_state = "genetics"
sound_env = LARGE_ENCLOSED
/area/medical/genetics_cloning
name = "Cloning Lab"
icon_state = "cloning"
sound_env = SMALL_ENCLOSED
/area/medical/sleeper
name = "Medbay Treatment Center"
icon_state = "exam_room"
sound_env = LARGE_ENCLOSED
//Security
/area/security/main
name = "Security Office"
icon_state = "security"
/area/security/brig
name = "Brig"
icon_state = "brig"
sound_env = LARGE_ENCLOSED
/area/security/prison
name = "Prison Wing"
icon_state = "sec_prison"
sound_env = LARGE_ENCLOSED
/area/security/processing
name = "Labor Shuttle Dock"
icon_state = "sec_prison"
/area/security/warden
name = "Brig Control"
icon_state = "Warden"
sound_env = LARGE_ENCLOSED
/area/security/armory
name = "Armory"
icon_state = "armory"
sound_env = LARGE_ENCLOSED
/area/security/hos
name = "Head of Security's Office"
icon_state = "sec_hos"
sound_env = SMALL_ENCLOSED
/area/security/detectives_office
name = "Detective's Office"
icon_state = "detective"
ambientsounds = list('sound/ambience/ambidet1.ogg','sound/ambience/ambidet2.ogg')
sound_env = MEDIUM_SOFTFLOOR
/area/security/range
name = "Firing Range"
icon_state = "firingrange"
/area/security/transfer
name = "Transfer Centre"
icon_state = "armory"
/area/security/interrogation
name = "\improper Interrogation"
icon_state = "firingrange"
sound_env = SMALL_ENCLOSED
/area/security/medical
name = "Brig Medical"
icon_state = "medbay"
/area/security/Cells
name = "Holding Cell"
icon_state = "brig"
/area/security/Permabrig
name = "Permanent Cell"
icon_state = "sec_prison"
/*
/area/security/transfer/New()
..()
spawn(10) //let objects set up first
for(var/turf/turfToGrayscale in src)
if(turfToGrayscale.icon)
var/icon/newIcon = icon(turfToGrayscale.icon)
newIcon.GrayScale()
turfToGrayscale.icon = newIcon
for(var/obj/objectToGrayscale in turfToGrayscale) //1 level deep, means tables, apcs, locker, etc, but not locker contents
if(objectToGrayscale.icon)
var/icon/newIcon = icon(objectToGrayscale.icon)
newIcon.GrayScale()
objectToGrayscale.icon = newIcon
*/
/area/security/nuke_storage
name = "Vault"
icon_state = "nuke_storage"
sound_env = LARGE_ENCLOSED
ambientsounds = list('sound/ambience/ambimystery.ogg', 'sound/ambience/ambiruin7.ogg' ,'sound/ambience/ambiruin6.ogg',\
'sound/ambience/ambitech.ogg' ,'sound/ambience/ambitech2.ogg' ,'sound/ambience/ambitech3.ogg',\
'sound/ambience/ambidanger.ogg' ,'sound/ambience/ambidanger2.ogg')
/area/ai_monitored/nuke_storage
name = "Vault"
icon_state = "nuke_storage"
sound_env = LARGE_ENCLOSED
ambientsounds = list('sound/ambience/ambimystery.ogg', 'sound/ambience/ambiruin7.ogg' ,'sound/ambience/ambiruin6.ogg',\
'sound/ambience/ambitech.ogg' ,'sound/ambience/ambitech2.ogg' ,'sound/ambience/ambitech3.ogg',\